class ScrollPawnController extends PlayerController;

var vector PlayerMouse;
var float LastHUDSizeX;
var float LastHUDSizeY;
var ScrollMovingPawn MovingPawn;
var vector sightStart, sightEnd;
var float targetAngle;
const RadianToURot   = 10430.377930;

function Possess(Pawn aPawn)
{
     //Can set the right rotation once it spawns in the right fucking spot!
//    local rotator newRotation;

    Pawn.SetPhysics(PHYS_Walking);
//    newRotation = self.Rotation;
//    newRotation.Yaw +=16384;
//    Pawn.SetRotation(newRotation);

    Super.Possess(aPawn);
}

state PlayerWalking
{
    function ProcessMove ( float DeltaTime, vector newAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
    {
        if ( (Pawn != None) && (Pawn.Acceleration != newAccel) )
            Pawn.Acceleration = newAccel;
    }
}


defaultproperties
{

}
